Your pieces move on their own. Each one's mood, shown by its colour and two-letter badge, decides what it does.
Score Chips × Mult by landing captures, checks, forks, pins, skewers, discovered attacks and promotions. Taking back and protecting a friend score too. Checkmate multiplies the whole total.
Beat the target within 40 turns on a 6×6 board.
Once the fight starts, it is out of your hands. Watch it play, speed it up, and tap a piece to read its mood. Everything you can change happens in the shop.
Read the enemy before you fight. A Glutton Rook will take any bait you leave it.
Every night ends with a Rival. Beat a Grandmaster and another player's army from the same night steps up. It attacks your army, then yours attacks theirs, and the higher score wins (a tie goes to them). Nothing is risked but Standing: no money, no life.
Standing is your score for the season. A win earns more as the nights go on, and a loss costs more. It can go below zero and it never ends your run.
Ten nights make a season. After the tenth Rival comes the Gauntlet: your ten armies, one from each night, each face a fresh army from that night. Then the season is added up, Standing goes back to zero and the next season begins. Signed in, the Leaderboard keeps your Best Season.